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Don't be so hard on yourself! This is awesome for only 1 week of work! The player and enemies look great, the sword swing feels, nice, and the dodge is smooth! If you plan to keep working on it, I'd suggest some kind of indicator when the enemy takes damage, a health bar or number of hearts for the player, and lowering the cooldown of the dodge. Increasing the speed of the player could liven up the game a bit too. You'd be surprised how much those small changes can alter the feel of the game!

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Thanks a health indicator was planned but my artist went to bed at a reasonable time meaning I had no more asset creation, this is why the continuation blocker is just a transparent white cube. Speed up is probably smart, but a more overall rework of the mechanics would make the game feel better, the hit registration is also shit and I'm still a little stumped on how to rework it.

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For hit registration I usually just use a box collider, tag, and the onTriggerEnter2D function with a single if check to check the tag. And that works pretty well. For hit indicators, I know of a few more options. You can change the color of the sprite renderer to red or black for like half a second. You could have a sound effect, or knockback, or your artist could make you some kind of hit marker asset. Or even all of these things would work well together.